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Merge branch 'release/GDC2022' into feature/auto-reconnect
2 parents 33d7bfb + c52c054 commit d54a38e

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5 files changed

+36
-17
lines changed

5 files changed

+36
-17
lines changed

Assets/BossRoom/Scripts/Client/Game/Character/ClientCharacterVisualization.cs

Lines changed: 17 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -64,14 +64,30 @@ public class ClientCharacterVisualization : NetworkBehaviour
6464

6565
Quaternion m_LerpedRotation;
6666

67+
void Awake()
68+
{
69+
foreach (var rendererComponent in GetComponentsInChildren<Renderer>())
70+
{
71+
rendererComponent.enabled = false;
72+
}
73+
74+
enabled = false;
75+
}
76+
6777
public override void OnNetworkSpawn()
6878
{
6979
if (!IsClient || transform.parent == null)
7080
{
71-
enabled = false;
7281
return;
7382
}
7483

84+
foreach (var rendererComponent in GetComponentsInChildren<Renderer>())
85+
{
86+
rendererComponent.enabled = true;
87+
}
88+
89+
enabled = true;
90+
7591
m_ActionViz = new ActionVisualization(this);
7692

7793
m_NetState = GetComponentInParent<NetworkCharacterState>();

Assets/BossRoom/Scripts/Server/Game/Character/ServerAnimationHandler.cs

Lines changed: 11 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -11,23 +11,22 @@ public class ServerAnimationHandler : NetworkBehaviour
1111
NetworkAnimator m_NetworkAnimator;
1212

1313
[SerializeField]
14-
private VisualizationConfiguration m_VisualizationConfiguration;
14+
VisualizationConfiguration m_VisualizationConfiguration;
1515

1616
[SerializeField]
1717
NetworkLifeState m_NetworkLifeState;
1818

19-
public NetworkAnimator NetworkAnimator
20-
{
21-
get => m_NetworkAnimator;
22-
set => m_NetworkAnimator = value;
23-
}
19+
public NetworkAnimator NetworkAnimator => m_NetworkAnimator;
2420

2521
public override void OnNetworkSpawn()
2622
{
27-
m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
23+
if (IsServer)
24+
{
25+
m_NetworkLifeState.LifeState.OnValueChanged += OnLifeStateChanged;
26+
}
2827
}
2928

30-
private void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
29+
void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
3130
{
3231
switch (newValue)
3332
{
@@ -47,7 +46,10 @@ private void OnLifeStateChanged(LifeState previousValue, LifeState newValue)
4746

4847
public override void OnNetworkDespawn()
4948
{
50-
m_NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged;
49+
if (IsServer)
50+
{
51+
m_NetworkLifeState.LifeState.OnValueChanged -= OnLifeStateChanged;
52+
}
5153
}
5254
}
5355
}

Assets/BossRoom/Scripts/Shared/Game/UI/Editor/NetworkLatencyWarning.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -20,7 +20,7 @@ public class NetworkLatencyWarning : MonoBehaviour
2020

2121
void Update()
2222
{
23-
if (NetworkManager.Singleton.IsClient || NetworkManager.Singleton.IsServer)
23+
if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsClient || NetworkManager.Singleton.IsServer))
2424
{
2525
var chosenTransport = NetworkManager.Singleton.NetworkConfig.NetworkTransport;
2626

Assets/BossRoom/Scripts/Shared/Net/ConnectionManagement/ClientGameNetPortal.cs

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -133,8 +133,9 @@ private void OnDisconnectReasonReceived(ConnectStatus status)
133133

134134
private void OnDisconnectOrTimeout(ulong clientID)
135135
{
136-
// Only handle client disconnect
137-
if (!NetworkManager.Singleton.IsHost)
136+
// This is also called on the Host when a different client disconnects. To make sure we only handle our own disconnection, verify that we are either
137+
// not a host (in which case we know this is about us) or that the clientID is the same as ours if we are the host.
138+
if (!NetworkManager.Singleton.IsHost || NetworkManager.Singleton.IsHost && NetworkManager.Singleton.LocalClientId == clientID)
138139
{
139140
//On a client disconnect we want to take them back to the main menu.
140141
//We have to check here in SceneManager if our active scene is the main menu, as if it is, it means we timed out rather than a raw disconnect;

Assets/BossRoom/Scripts/Shared/Net/UnityServices/Lobbies/LobbyServiceFacade.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -60,10 +60,10 @@ public LobbyServiceFacade(
6060
m_LobbyApiInterface = m_ServiceScope.Resolve<LobbyAPIInterface>();
6161
m_JoinedLobbyContentHeartbeat = m_ServiceScope.Resolve<JoinedLobbyContentHeartbeat>();
6262

63-
m_RateLimitQuery = new RateLimitCooldown(1.5f, updateRunner);
64-
m_RateLimitJoin = new RateLimitCooldown(3f, updateRunner);
65-
m_RateLimitQuickJoin = new RateLimitCooldown(10f, updateRunner);
66-
m_RateLimitHost = new RateLimitCooldown(3f, updateRunner);
63+
m_RateLimitQuery = new RateLimitCooldown(0f, updateRunner);
64+
m_RateLimitJoin = new RateLimitCooldown(0f, updateRunner);
65+
m_RateLimitQuickJoin = new RateLimitCooldown(0f, updateRunner);
66+
m_RateLimitHost = new RateLimitCooldown(0f, updateRunner);
6767
}
6868

6969
public void Dispose()

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